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HLSLSymbols.h
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HLSLSymbols.h
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//--------------------------------------------------------------------------------------
// HLSLSymbols.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
// A basic sample implementation that creates a D3D12 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic Sample loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
// Properties
bool RequestHDRMode() const noexcept { return m_deviceResources ? (m_deviceResources->GetDeviceOptions() & DX::DeviceResources::c_EnableHDR) != 0 : false; }
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::DescriptorHeap> m_resourceDescriptorHeap;
// Direct3D 12 objects
Microsoft::WRL::ComPtr<ID3D12RootSignature> m_rootSignature;
// Pipeline states for each version of the pixel shader.
// These differ only in compiler arguments pertaining to symbols.
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineStateEmbeddedPdb;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineStateManualPdb;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineStateAutoPdb;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineStateAutoPdbNoPath;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineStateStrippedPdb;
// Draw helper
std::unique_ptr<DirectX::PrimitiveBatch<DirectX::VertexPositionColor>> m_primitiveBatch;
// Fonts
struct ResourceDescriptors
{
enum : uint32_t
{
FontDescription,
Count
};
};
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_fontDescription;
};